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noname-shuying/mengsan/battle/battle-settlement.js
T
Diuse c448da39c2 fixed # 补全梦三怪物、卡牌
fixed # 修复天书乱斗中,过关技能不会重置次数的问题
2026-10-03 04:42:19 +08:00

195 lines
12 KiB
JavaScript

// Candidate settlement adapter. Dependencies are the current mode/state reward functions.
import { applyBattleEndRelics } from "../relics/battle.js";
import { settleBondBattle } from "../bonds/state.js";
import { prepareRewardPackage, applyRewardPackage }
from "../progression/reward-package.js";
const copy = value => JSON.parse(JSON.stringify(value));
const idFor = (run, node) => JSON.stringify([run.runId, run.actIndex, node.id]);
export function createBattleSettlement({
store, config, getRandomRewardChoices, applyReward, completeNode,
enterNextAct, createRun, now = Date.now, logRewardPackage = () => {},
}) {
const readRun = () => store.read()[config.saveKey];
function current(storage, runId) {
const run = storage[config.saveKey];
if (!run || run.runId !== runId) throw new Error("Stale run: settlement refused");
run.battleFlow ||= { receipts: [], pending: null };
return run;
}
function pending(storage, runId, id) {
const run = current(storage, runId), item = run.battleFlow.pending;
if (!item || item.id !== id) throw new Error("Settlement checkpoint mismatch");
return {run, item};
}
return Object.freeze({
readRun,
// Persist fixed candidates before opening choice UI. No mutation of the live run.
async prepare({run: snapshot, retryRun, node, encounter, hp, outcome = "victory"}) {
if (!["victory", "defeat"].includes(outcome)) throw new Error("Unknown battle outcome");
if (outcome === "victory" && (!Number.isFinite(hp) || (!encounter.rewardPackage && (!Number.isSafeInteger(encounter.gold) || encounter.gold < 0)))) throw new Error("Invalid battle result");
const id = idFor(snapshot, node);
return store.update(storage => {
const run = current(storage, snapshot.runId);
if (run.battleFlow.receipts.includes(id)) throw new Error("Battle already settled");
if (run.battleFlow.pending) {
if (run.battleFlow.pending.id !== id) throw new Error("Another settlement is pending");
return run.battleFlow.pending;
}
if (run.actIndex !== snapshot.actIndex || run.revision !== snapshot.revision ||
run.map?.nodes.find(n => n.id === node.id)?.completed !== false) {
throw new Error("Stale node or revision");
}
// Battle may have changed RNG/card state since the last checkpoint.
const base = copy(snapshot); delete base.battleFlow;
const bondGrowth = settleBondBattle(base, node);
if (outcome === "victory") {
base.player.hp = Math.max(1, Math.min(hp, base.player.maxHp ?? hp));
base.statistics.defeatedEnemies += encounter.defeatedEnemies ?? 1;
}
const relicRecovery = hp > 0
? applyBattleEndRelics(base, outcome) : 0;
const rewards = outcome === "victory" && !encounter.skipRandomReward ? getRandomRewardChoices(base, encounter.rewardPool).filter(c => c.name) : [];
// Persist guaranteed gold alongside loot; award it once in the chosen result.
const choices = outcome === "victory" && !encounter.rewardPackage
? [{id:"mengsan.reward.gold.shuying", kind:"gold", name:"金币", amount:encounter.gold}, ...rewards] : [];
const rewardPackage = outcome === "victory" && encounter.rewardPackage
? prepareRewardPackage(base, encounter.rewardPackage,
getRandomRewardChoices) : null;
run.battleFlow.pending = {id, state:"awaitingChoice", nodeId:node.id, base, choices:copy(choices), fixedRewards:copy(encounter.fixedRewards || []), victoryDialogue:copy(encounter.victoryDialogue || []), boss:!!encounter.boss, outcome, relicRecovery, bondGrowth};
run.battleFlow.pending.rewardPackage = copy(rewardPackage);
if (outcome === "victory" && !rewardPackage) {
run.battleFlow.pending.rewardMode = "one-or-skip";
}
if (outcome === "defeat") {
const beforeBattle = retryRun || run;
if (beforeBattle.runId !== run.runId ||
beforeBattle.actIndex !== run.actIndex ||
beforeBattle.revision !== run.revision) throw new Error("Stale retry checkpoint");
run.battleFlow.pending.retryRun = copy(beforeBattle);
run.battleFlow.pending.retryRun.battleFlow = {
receipts:copy(run.battleFlow.receipts), pending:null,
};
run.battleFlow.pending.retryNode = copy(node);
run.battleFlow.pending.retryEncounter = copy(encounter);
}
return run.battleFlow.pending;
});
},
async choose(runId, id, choiceId) {
return store.update(storage => {
const {run, item} = pending(storage, runId, id);
if (item.outcome === "defeat") {
const action = typeof choiceId === "string" ? choiceId : choiceId?.action;
if (!["retry", "new"].includes(action)) throw new Error("Invalid defeat action");
if (item.failureAction) {
if (item.failureAction !== action ||
(action === "new" && item.choiceId.character !== choiceId.character)) {
throw new Error("Defeat choice already locked");
}
return item;
}
if (action === "new") {
if (!config.characters.includes(choiceId.character) || typeof createRun !== "function") {
throw new Error("Invalid new journey character");
}
// Generate once in the chosen checkpoint; a commit retry must not reroll it.
item.nextRun = createRun(choiceId.character);
if (!item.nextRun || item.nextRun.status !== "running" || item.nextRun.runId === runId) {
throw new Error("Invalid new journey");
}
item.result = copy(item.base);
item.result.status = "failed";
} else {
// Old pending saves have no retryRun: retain their last successful save.
item.result = copy(item.retryRun || run);
item.result.status = "running";
item.result.battleFlow = {receipts:copy(run.battleFlow.receipts), pending:null};
item.retryNode ||= copy(run.map?.nodes.find(node => node.id === item.nodeId));
if (!item.retryNode || item.retryNode.completed) throw new Error("Missing retry battle node");
}
item.state = "chosen"; item.choiceId = copy(choiceId);
item.failureAction = action; item.route = action; item.completedAt = now();
return item;
}
if (item.state === "chosen") {
const sameChoice = item.rewardPackage
? item.choiceId?.cardId === choiceId?.cardId &&
item.choiceId?.relicId === choiceId?.relicId
: item.choiceId === choiceId;
if (!sameChoice) throw new Error("Choice already locked");
return item;
}
const result = copy(item.base);
let route = "defeat";
if (item.outcome === "victory") {
if (item.rewardPackage) {
applyRewardPackage(result, item.rewardPackage, choiceId,
applyReward);
}
if (!item.rewardPackage) {
const reward = item.choices.find(c => c.id === choiceId && c.kind !== "gold");
if (choiceId !== null && !reward) {
throw new Error("Choose one pending reward or skip");
}
// This result is persisted before commit; retries never credit gold twice.
for (const gold of item.choices.filter(c => c.kind === "gold")) {
if (!Number.isSafeInteger(gold.amount) || gold.amount < 0) throw new Error("Invalid pending gold reward");
result.player.gold += gold.amount;
result.statistics.goldEarned += gold.amount;
}
if (reward) {
applyReward(result, reward.effectId || reward.id);
}
for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
} else {
for (const rewardId of item.fixedRewards || []) applyReward(result, rewardId);
}
if (!completeNode(result, item.nodeId)) throw new Error("Node completion failed");
route = item.boss && !enterNextAct(result) ? "victory" : "map";
} else result.status = "failed";
// Save the exact result (including random card ID/target) before final commit.
item.state = "chosen"; item.choiceId = choiceId; item.result = result;
item.route = route; item.completedAt = now();
if (item.rewardPackage && item.outcome === "victory") {
logRewardPackage(item.rewardPackage, choiceId);
}
return item;
});
},
async commit(runId, id) {
return store.update(storage => {
const saved = storage[config.saveKey];
const prior = storage[config.profileKey]?.completedRuns?.find(r => r.runId === runId && r.settlementId === id);
if (!saved && prior) return {route:prior.outcome, run:null, duplicate:true};
if (saved?.runId === runId && saved.battleFlow?.receipts?.includes(id)) return {route:"map", run:saved, duplicate:true};
const {run, item} = pending(storage, runId, id);
if (item.state !== "chosen") throw new Error("Durable chosen result required");
const result = copy(item.result);
if (item.route === "retry") {
// A failed attempt does not complete this node or add its victory receipt.
result.battleFlow = {receipts:copy(run.battleFlow.receipts), pending:null,
retry:{node:copy(item.retryNode), encounter:copy(item.retryEncounter || null)}};
storage[config.saveKey] = result;
return {route:"retry", run:result, retryNode:copy(item.retryNode),
retryEncounter:copy(item.retryEncounter || null), duplicate:false};
}
result.battleFlow = {receipts:[...run.battleFlow.receipts, id], pending:null};
if (item.route === "map") storage[config.saveKey] = result;
else {
const profile = storage[config.profileKey] ||= {wins:0, completedRuns:[]};
profile.completedRuns ||= [];
if (!profile.completedRuns.some(r => r.runId === runId)) {
if (item.route === "victory") profile.wins = (profile.wins || 0) + 1;
profile.completedRuns.push({runId, settlementId:id, outcome:item.route === "new" ? "defeat" : item.route, character:result.player.character,
completedNodes:result.statistics.completedNodes, goldEarned:result.statistics.goldEarned, completedAt:item.completedAt});
}
if (item.route === "new") storage[config.saveKey] = copy(item.nextRun);
else delete storage[config.saveKey]; // Same transaction as profile; never a second clear write.
}
return {route:item.route, run:item.route === "new" ? copy(item.nextRun) : result, duplicate:false};
});
},
});
}